Devs being bad at optimizing their games is a trend nowadays... I wouldn't blame the Unity engine for it.
Unreal Engine on the other hand? F it.
Unreal Engine on the other hand? F it.
godot only really nuked itself to certain people, it’s still very popular among many indie devs next to unreal, as it should be imo as it’s a great engine to work on with a lot of community support.Probably a little bit of both. If Godot hadn't nuked itself to the public eye, Unity would still be in rather dire straits.
this! I hope more indie projects trend towards low poly graphics without the specific theme of “retro/psx/n64”, in terms of graphics they’re generally quicker to produce and cheaper to commission, as well as making said games much more accessible to ppl who don’t have expensive gaming pcsthey're cool but I don't think they have the same charm, graphics have progressed so much they're not special anymore, sure they have some special use cases but if anything, getting games with consistent art direction, fun arcadey gameplay with this transitional style(?) of computer graphics between late sixth gen mid seventh gen consoles would be interesting to me than either ends of the spectrum where its sprites and blocky z-fighting or 4k unoptimized ultrarealistic skin pores View attachment 23271
Well, that's good then. It's indeed a great engine. It would be a shame to see it sink due to gross community mismanagement of some.godot only really nuked itself to certain people, it’s still very popular among many indie devs next to unreal, as it should be imo as it’s a great engine to work on with a lot of community support.
This is like saying "You cannot make good musics with a flute".Unity isn't capable of making good games
I liked Zera despite barely touching Spyro outside of two DS games. Sadly it's apparently cancelled.If we're talking about pixel art games it's a straight up no. Pixel art displays differently on modern flat screens and all modern pixel art games. Whenever paying homage to retro games or not, they target such displays. You can't pull the same sub pixel tricks there you could pull in CRTs, instead they count on pixels always looking sharp, which do affect the art style quite a lot.
I suppose a few games that imitates the NES or something similar could pass as genuine as not many games from that time were using advanced sub pixel CRT techniques, but that would be it.
When it comes to 3D games however, a few devs have done their homework.
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First game is Zera, directly inspired by Spyro. Or should I say, inspyro'd LMAOO
If I remember it correctly it even simulates the jaggy triangles from ps1.
Second is Pseudoregalia and goes for the N64 aesthetic. It clearly takes a few liberties as the N64 wouldn't be able to handle such amount of polygons at 60 fps for example, but as far as the visuals go it feels very much the N64.
Of course, a lot of other indie devs don't do their homework. They put low poly models, a pixel filter and call it a day, yet they have the audacity to let multiple complex lights with ambient occlusion and real time shadows affect everything in the scene indiscriminately.
A mask? I don't fully get it.I don't think so (although, there ARE exceptions)... Most look and feel like they had just put on a mask.
I'm not fan of sharing Discord screenshots so I removed it from the replyJudging by this thread alone , looks like im not "factually wrong" by this statement! Hopefully my opinion doesn't get swatted like what happened after the message posted.
What is my opinion about modern indie games? They're great, but they need to come up with more original ideas rather than taking a AAA game and slightly "enhancing it" with changes to make it something else. When someone always talks about this, I always referee to Summitsphere, the producers behind Cruise Elroy's Annalyn (80's Namco game; primarily Mappy and Pac-Man) and Tony Grayson's Anton Series. Before Anton Blast, there was Anton Ball (Mario Bros meets Arkanoid), Punch Ball Anton Ball (same premise and the same goal as the PC98 Hudson Soft Punch Ball Mario Bros except its Anton) and Antom Ball Deluxe which essentially are the two games combined together. Grayson would eventually make Anton Blast, which is WarioWare, and Crash Bandicoot with other 90s animated shows shoved into the mix. I dont think these games are inherently bad cause they do put a lot of effort into them, but what happened to games like World of Goo, Lost Winds, BIT TRIP, and others??? Those are indie games that are actually different and felt like they were trying to come up with a new idea that other developers didn't have on mind. Nowadays, in order to make a quick buck, people would look at Miachief Makers for instance, and wonder how do they make it their own, and create an indie game that's "inspired by it" and bam, make money due to nostalgia and the game essentially being a reboot of a pre existing franchise.
It's funny because some of my fav indies are not that great looking.I think it’s fine for indie games because there are no rules there, but games made by big companies trying to look retro usually just looks like those kind of fake games you’d see someone play in a TV show.
I have a hard time grasping why so many people are seemingly so against different graphical styles nowadays, because that's all they are. Styles. The people who get the angriest at AAA games also seem to be the quickest to dismiss smaller-scale games because they don't look like a trillion dollar PS5 title, which perplexes me.
That said; do they have the same charm? Usually no, but I don’t think that’s a detriment unless that’s what the developer set out to do and fell short, which doesn’t seem as common as people sharing their prototypes online.
Yeah that's sort of my point, since this thread was about the style, not the actual gameplay.It's funny because some of my fav indies are not that great looking.
It's nice when an indie has the same visuals as AAA to teach them how they could manage but in the same way we need more variety in art styles.
I guess it's just a natural progression of game development becoming more and more accessible with the years, you get a lot of people just trying to cash in on what's already popular... And you get a bunch of people who aren't really that creative even though they're truly passionate about the games they makeView attachment 23345
Judging by this thread alone , looks like im not "factually wrong" by this statement! Hopefully my opinion doesn't get swatted like what happened after the message posted.
What is my opinion about modern indie games? They're great, but they need to come up with more original ideas rather than taking a AAA game and slightly "enhancing it" with changes to make it something else. When someone always talks about this, I always refere to Summitsphere, the producers behind Cruise Elroy's Annalyn (80's Namco game; primarily Mappy and Pac-Man) and Tony Grayson's Anton Series. Before Anton Blast, there was Anton Ball (Mario Bros meets Arkanoid), Punch Ball Anton Ball (same premise snd the same goal as the PC98 Hudson Soft Punch Ball Mario Bros except its Anton) and Antom Ball Deluxe which essentially are the two games combined together. Grayson would eventually make Anton Blast, which is WarioWare, and Crash Bandicoot with other 90s animated shows shoved into the mix. I dont think these games are inherently bad cause they do put a lot of effort into them, but what happened to games like World of Goo, Lost Winds, BIT TRIP, and others??? Those are indie games that are actually different and felt like they were trying to come up with a new idea that other developers didnt hsve on mind. Nowadays, in order to make a quick buck, peoppe would look at Miachief Makers for instance, and wonder how do they make it their own, and create an indie game thats "inspired by it" and bam, make money due to nostalgia and the game essentially being a reboot of a pre existing franchise.
He lost me at "difficulty: easy" it should always be hard.they're cool but I don't think they have the same charm, graphics have progressed so much they're not special anymore, sure they have some special use cases but if anything, getting games with consistent art direction, fun arcadey gameplay with this transitional style(?) of computer graphics between late sixth gen mid seventh gen consoles where on the lowest of graphics settings (including messing with graphics .ini files) the game still look nice would be more interesting to me than either ends of the spectrum where its sprites and blocky z-fighting or 4k unoptimized ultrarealistic skin pores thats a glorified techdemo instead of a videogame
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This "graphics don't matter, gameplay do" line emerged from the 7th gen when Wii fans had to defend themselves from the "hardcore gamurz" who liked shaming them for liking colorful Nintendo games with outdated specs. But that line, is, and always has been, utter bullshit. Over time people learned to express themselves better, evolving it to something like "artistic visual style matters over graphical horsepower".People are constantly going "graphics don't matter, style and gameplay do!" or whatever. But for some arbitrary reason this is forgotten when it comes to small-scale niche games made by two people who has less than 1% of the budget and manpower that AAA companies do because then they're suddenly either vampires trying to ride the coattails of a usually long-buried game series, or they're dismissed because "the graphics are bad", which somehow matters all of a sudden.
Of course. I was more referring to the argument that "Higher fidelity = Better game" which still is a common thing that I've just never agreed with, but I forgot to specify.But the discussion visuals does and will always matter, regardless of what games can and can't pull it off and still be good games regardless, because at the end of the day it's something that activates our neuron and will always be interesting to analyze.